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#madeinstencyl

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I recently updated my graphics tablet, so I decided to go ahead and try using Krita instead of GIMP for digital art.

So far Krita is growing on me. I recently discovered the perspective tool.

This is my first illustration for Idosra that I completed using Krita, with GIMP for some final touches.

Marika is making her final escape from the gas plant (Level 5-1).

Marika contemplates new technologies.

I've been working on cutscene illustrations for Idosra: The Electric Renaissance for the past couple months.

I've illustrated over a dozen by now, which has been good practice and experience.

I decided to push myself a bit further with more complex poses and lighting than previous illustrations. I like how this one came out.

I usually remove the text before sharing (spoilers), but I left it this time.

I registered idosra.com and (finally) made a webpage for the game.

Any time someone has asked about it, I've been giving the link to the Steam page. Having a proper website would be better as a hub for the game, though. I can group all my social media links, etc. to it.

Plus, it gives me a place to put some extra art and other bits that don't really belong on Steam. I've been drawing a lot of graphic novel-style art for cutscenes, etc.

When you're Level 80 and go back to a Level 5 area...

I wanted to test some code that automatically captured screenshots, so I added a feature that plays a recap of Marika's victories if you complete a level with an S or P rank.

This was just a test feature, but I kinda want to keep it now. I think the victory pose wallpaper and 80s montage music adds the right amount of whimsy to counter the darker tones of the game's story.

youtube.com/watch?v=Np8QTZMQF7

Here is one of the last boss encounters in Idosra (but not the final boss).

If you've done all the side quests leading up to this point, Marika will have so much mana that she can effectively fly using the airjump skill. Getting all the recovery and defense skills means she can also absorb hits like a tank. The level still has a few curve balls to throw at the player, though!

Finished another level for #idosra.

This short level was fun to make. It has a simple premise: escape the rising waste water!

If the player has mastered using the "Mana Jump" ability, then they can collect all of the EXP orbs (white diamonds) and hearts. Marika will not find the waste water at all agreeable, so think fast about whether or not to go for the pickups!

Exciting updates for #Idosra - I've been working with @musicvsartstuff and she has written some pretty epic music for the game so far. The game's completion is still a bit too far to set a definitive release date, but it's coming sooner than later.

In the meantime, I updated my #cohost with a new post about what I've learned so far about music selection in #leveldesign: cohost.org/merrak/post/3215553

Some scenes from WIP of Level 45 of #Idosra: "University". As the name might suggest, there are a lot of books that teach the higher level skills here, but they are well guarded!

The player doesn't have much cover in this level, which makes it much faster paced than most of the previous ones.

All of the doorways will eventually lead to rooms with lots of goodies.

Here are some scenes from the Mana Temple level. I'm not quite done with the decorations in this room, but most of it is in place.

It's coming along nicely... except for a nasty bug where the player gets soft-locked in the falling state if they land in the water at the right velocity. On-ground detection has been a pain since day one of development. 🤪

Some scenes from Level 43 "Mana Temple", a larger level.

These scenes are from the outdoor lead-up room I just finished. The next part is indoors with a large generator. ⚡

Just this room is already up to 130K EXP--which is a lot! Coincidentally, the score scaling is about the same as in the original "Angry Birds": a low level is worth about 25k, a high level about 500k. This level will have a lot of books to spend the EXP on.

I like the way this hallway turned out. I don't always know how the lighting will look, since it is rendered in-game... and the view in Tiled looks like the other image.

The lighting routines don't support spotlights, but I can make spotlights by surrounding the lights on three sides with shadow boxes.

Actually... why haven't I just coded spotlights???